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<h1>UniformHandler.h</h1><a href="UniformHandler_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 <span class="comment">/******************************************************************************</span>
00002 <span class="comment"></span>
00003 <span class="comment"> @File         UniformHandler.h</span>
00004 <span class="comment"></span>
00005 <span class="comment"> @Title        A class for handling shader uniforms.</span>
00006 <span class="comment"></span>
00007 <span class="comment"> @Version      </span>
00008 <span class="comment"></span>
00009 <span class="comment"> @Copyright    Copyright (C)  Imagination Technologies Limited.</span>
00010 <span class="comment"></span>
00011 <span class="comment"> @Platform     Independent/OGLES2</span>
00012 <span class="comment"></span>
00013 <span class="comment"> @Description  A class for handling shader uniforms.</span>
00014 <span class="comment"></span>
00015 <span class="comment">******************************************************************************/</span>
00016 <span class="preprocessor">#ifndef UNIFORMHANDLER_H</span>
00017 <span class="preprocessor"></span><span class="preprocessor">#define UNIFORMHANDLER_H</span>
00018 <span class="preprocessor"></span>
00019 <span class="preprocessor">#include "<a class="code" href="LightManager_8h.html">LightManager.h</a>"</span>
00020 <span class="preprocessor">#include "<a class="code" href="Light_8h.html">Light.h</a>"</span>
00021 <span class="preprocessor">#include "<a class="code" href="BoundingBox_8h.html">BoundingBox.h</a>"</span>
00022 <span class="preprocessor">#include "<a class="code" href="Material_8h.html">Material.h</a>"</span>
00023 <span class="preprocessor">#include "<a class="code" href="Semantics_8h.html">Semantics.h</a>"</span>
00024 
00025 <span class="keyword">struct </span>SPVRTPFXUniform;
00026 <span class="keyword">class </span>CPVRTModelPOD;
00027 <span class="keyword">class </span>CPVRTPFXEffect;
00028 
00029 
00030 <span class="keyword">namespace </span>pvrengine
00031 {
00032 
00033     <span class="keyword">class </span>Uniform;
00034     <span class="keyword">class </span>Material;
00035 
<a name="l00036"></a><a class="code" href="namespacepvrengine.html#a91">00036</a>     <span class="keyword">const</span> <span class="keywordtype">int</span> <a class="code" href="namespacepvrengine.html#a91">i32NUM_LIGHTS</a>  = 32;
00037 
00038     <span class="comment">/*!***************************************************************************</span>
00039 <span class="comment">    * @Class UniformHandler</span>
00040 <span class="comment">    * @Brief    A class for handling shader uniforms.</span>
00041 <span class="comment">    * @Description  A class for handling shader uniforms.</span>
00042 <span class="comment">    *****************************************************************************/</span>
00043     <span class="keyword">class </span><a class="code" href="classpvrengine_1_1UniformHandler.html">UniformHandler</a>
<a name="l00044"></a><a class="code" href="classpvrengine_1_1UniformHandler.html">00044</a>     {
00045     <span class="keyword">public</span>:
00046         <span class="comment">/*!****************************************************************************</span>
00047 <span class="comment">        @Function       UniformHandler</span>
00048 <span class="comment">        @Description    Blank constructor</span>
00049 <span class="comment">        ******************************************************************************/</span>
00050         <a class="code" href="classpvrengine_1_1UniformHandler.html#a0">UniformHandler</a>();
00051 
00052         <span class="comment">/*!****************************************************************************</span>
00053 <span class="comment">        @Function       ~UniformHandler</span>
00054 <span class="comment">        @Description    Destructor</span>
00055 <span class="comment">        ******************************************************************************/</span>
00056         <a class="code" href="classpvrengine_1_1UniformHandler.html#a1">~UniformHandler</a>(){}
00057 
00058         <span class="comment">/*!****************************************************************************</span>
<a name="l00059"></a><a class="code" href="classpvrengine_1_1UniformHandler.html#a1">00059</a> <span class="comment">        @Function       getProjection</span>
00060 <span class="comment">        @Return         Projection matrix</span>
00061 <span class="comment">        @Description    Accessor for projection matrix</span>
00062 <span class="comment">        ******************************************************************************/</span>
00063         PVRTMat4 <a class="code" href="classpvrengine_1_1UniformHandler.html#a2">getProjection</a>()
00064         {<span class="keywordflow">return</span> m_mProjection;}
00065 
00066         <span class="comment">/*!****************************************************************************</span>
<a name="l00067"></a><a class="code" href="classpvrengine_1_1UniformHandler.html#a2">00067</a> <span class="comment">        @Function       setProjection</span>
00068 <span class="comment">        @Input          fFOV - the field of view</span>
00069 <span class="comment">        @Input          fAspectRatio - width vs height ratio of viewport</span>
00070 <span class="comment">        @Input          fNear - near plane of view frustum</span>
00071 <span class="comment">        @Input          fFar - far plane of view frustum</span>
00072 <span class="comment">        @Input          bRotate - true for portrait mode</span>
00073 <span class="comment">        @Description    Calculates the  projection matrix from passed values.</span>
00074 <span class="comment">        ******************************************************************************/</span>
00075         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a3">setProjection</a>(<span class="keyword">const</span> VERTTYPE fFOV,
00076             <span class="keyword">const</span> VERTTYPE fAspectRatio,
00077             <span class="keyword">const</span> VERTTYPE fNear,
00078             <span class="keyword">const</span> VERTTYPE fFar,
00079             <span class="keyword">const</span> <span class="keywordtype">bool</span> bRotate);
00080 
00081         <span class="comment">/*!****************************************************************************</span>
00082 <span class="comment">        @Function       getView</span>
00083 <span class="comment">        @Return         View matrix</span>
00084 <span class="comment">        @Description    Accessor for View matrix</span>
00085 <span class="comment">        ******************************************************************************/</span>
00086         PVRTMat4 <a class="code" href="classpvrengine_1_1UniformHandler.html#a4">getView</a>();
00087 
00088         <span class="comment">/*!****************************************************************************</span>
00089 <span class="comment">        @Function       setView</span>
00090 <span class="comment">        @Input          vFrom - position coordinates of viewer</span>
00091 <span class="comment">        @Input          vTo - vector indicating the centre of the view</span>
00092 <span class="comment">        @Input          vUp - vector indicating the orientation of the view</span>
00093 <span class="comment">        @Description    Calculates the view matrix from passed values.</span>
00094 <span class="comment">        ******************************************************************************/</span>
00095         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a5">setView</a>(<span class="keyword">const</span> PVRTVec3&amp; vFrom, <span class="keyword">const</span> PVRTVec3&amp; vTo, <span class="keyword">const</span> PVRTVec3&amp; vUp);
00096 
00097         <span class="comment">/*!****************************************************************************</span>
00098 <span class="comment">        @Function       getWorld</span>
00099 <span class="comment">        @Return         World matrix</span>
00100 <span class="comment">        @Description    Accessor for World matrix</span>
00101 <span class="comment">        ******************************************************************************/</span>
00102         PVRTMat4 <a class="code" href="classpvrengine_1_1UniformHandler.html#a6">getWorld</a>();
00103 
00104         <span class="comment">/*!****************************************************************************</span>
00105 <span class="comment">        @Function       setScene</span>
00106 <span class="comment">        @Input          psScene PODScene currently being rendered</span>
00107 <span class="comment">        @Description    Accessor for projection matrix</span>
00108 <span class="comment">        ******************************************************************************/</span>
00109         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a7">setScene</a>(CPVRTModelPOD *psScene);
00110 
00111         <span class="comment">/*!****************************************************************************</span>
00112 <span class="comment">        @Function       setContext</span>
00113 <span class="comment">        @Input          pContext Current context for this uniformhandler to use</span>
00114 <span class="comment">        @Description    sets current context for this uniformhandler to use</span>
00115 <span class="comment">        ******************************************************************************/</span>
00116         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a8">setContext</a>(SPVRTContext* pContext);
00117 
00118         <span class="comment">/*!****************************************************************************</span>
00119 <span class="comment">        @Function       getContext</span>
00120 <span class="comment">        @Return          Current context for this uniformhandler</span>
00121 <span class="comment">        @Description    gets current context for this uniformhandler</span>
00122 <span class="comment">        ******************************************************************************/</span>
00123         SPVRTContext* <a class="code" href="classpvrengine_1_1UniformHandler.html#a9">getContext</a>();
00124 
00125         <span class="comment">/*!****************************************************************************</span>
00126 <span class="comment">        @Function       setFrame</span>
00127 <span class="comment">        @Input          fFrame - this POD's current frame of animation</span>
00128 <span class="comment">        @Description    Accessor for projection matrix</span>
00129 <span class="comment">        ******************************************************************************/</span>
00130         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a10">setFrame</a>(<span class="keywordtype">float</span> fFrame);
00131 
00132         <span class="comment">/*!****************************************************************************</span>
00133 <span class="comment">        @Function       DoFrameUniform</span>
00134 <span class="comment">        @Input          sUniform</span>
00135 <span class="comment">        @Description    Calculates and binds a uniform that applies to the entire frame</span>
00136 <span class="comment">        ******************************************************************************/</span>
00137         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a11">DoFrameUniform</a>(<span class="keyword">const</span> <a class="code" href="classpvrengine_1_1Uniform.html">Uniform</a>&amp; sUniform);
00138 
00139         <span class="comment">/*!****************************************************************************</span>
00140 <span class="comment">        @Function       ResetFrameUniforms</span>
00141 <span class="comment">        @Description    Clears the record of which frame uniforms have been calculated</span>
00142 <span class="comment">        so that they will be calculated again for a new frame.</span>
00143 <span class="comment">        ******************************************************************************/</span>
00144         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a12">ResetFrameUniforms</a>();
00145 
00146         <span class="comment">/*!****************************************************************************</span>
00147 <span class="comment">        @Function       CalculateMeshUniform</span>
00148 <span class="comment">        @Input          sUniform</span>
00149 <span class="comment">        @Input          pMesh</span>
00150 <span class="comment">        @Input          pNode</span>
00151 <span class="comment">        @Description    Calculates and binds a uniform that is valid for this mesh</span>
00152 <span class="comment">        ******************************************************************************/</span>
00153         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a13">CalculateMeshUniform</a>(<span class="keyword">const</span> <a class="code" href="classpvrengine_1_1Uniform.html">Uniform</a>&amp; sUniform, SPODMesh *pMesh, SPODNode *pNode=NULL);
00154 
00155         <span class="comment">/*!****************************************************************************</span>
00156 <span class="comment">        @Function       CalculateFrameUniform</span>
00157 <span class="comment">        @Input          sUniform</span>
00158 <span class="comment">        @Description    Calculates the value of a uniform that applies to this entire frame</span>
00159 <span class="comment">        ******************************************************************************/</span>
00160         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a14">CalculateFrameUniform</a>(<span class="keyword">const</span> <a class="code" href="classpvrengine_1_1Uniform.html">Uniform</a>&amp; sUniform);
00161 
00162         <span class="comment">/*!****************************************************************************</span>
00163 <span class="comment">        @Function       BindFrameUniform</span>
00164 <span class="comment">        @Input          sUniform</span>
00165 <span class="comment">        @Description    Binds a frame uniform</span>
00166 <span class="comment">        ******************************************************************************/</span>
00167         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a15">BindFrameUniform</a>(<span class="keyword">const</span> <a class="code" href="classpvrengine_1_1Uniform.html">Uniform</a>&amp; sUniform);
00168 
00169         <span class="comment">/*!****************************************************************************</span>
00170 <span class="comment">        @Function       CalculateMaterialUniform</span>
00171 <span class="comment">        @Input          pUniform</span>
00172 <span class="comment">        @Input          pMaterial</span>
00173 <span class="comment">        @Description    Calculates and binds a uniform that applies to any mesh using</span>
00174 <span class="comment">        this material.</span>
00175 <span class="comment">        ******************************************************************************/</span>
00176         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a16">CalculateMaterialUniform</a>(<span class="keyword">const</span> <a class="code" href="classpvrengine_1_1Uniform.html">Uniform</a>* pUniform, <a class="code" href="classpvrengine_1_1Material.html">Material</a>* pMaterial);
00177 
00178         <span class="comment">/*!****************************************************************************</span>
00179 <span class="comment">        @Function       setLightManager</span>
00180 <span class="comment">        @Input          pLightManager</span>
00181 <span class="comment">        @Description</span>
00182 <span class="comment">        ******************************************************************************/</span>
00183         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a17">setLightManager</a>(<a class="code" href="classpvrengine_1_1LightManager.html">LightManager</a> *pLightManager){m_pLightManager = pLightManager;}
00184 
00185         <span class="comment">/*!****************************************************************************</span>
00186 <span class="comment">        @Function       setLightManager</span>
00187 <span class="comment">        @Return         light manager currently selected</span>
00188 <span class="comment">        @Description</span>
00189 <span class="comment">        ******************************************************************************/</span>
00190         <a class="code" href="classpvrengine_1_1LightManager.html">LightManager</a>* <a class="code" href="classpvrengine_1_1UniformHandler.html#a18">getLightManager</a>(){ <span class="keywordflow">return</span> m_pLightManager;}
00191 
00192         <span class="comment">/*!****************************************************************************</span>
00193 <span class="comment">        @Function       setWorld</span>
00194 <span class="comment">        @Input          mWorld world matrix</span>
00195 <span class="comment">        @Description    sets the world matric for current section of render. Calculates</span>
00196 <span class="comment">        WorldViewProjection matrix at the same time.</span>
00197 <span class="comment">        ******************************************************************************/</span>
00198         <span class="keywordtype">void</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a19">setWorld</a>(<span class="keyword">const</span> PVRTMat4&amp; mWorld)
00199         {
00200             m_mWorld = mWorld;
00201             m_mWorldView = m_mView * m_mWorld;
<a name="l00202"></a><a class="code" href="classpvrengine_1_1UniformHandler.html#a17">00202</a>             m_mWorldViewProjection = m_mProjection * m_mWorldView;
00203         }
00204 
00205         <span class="comment">/*!****************************************************************************</span>
00206 <span class="comment">        @Function       isVisibleSphere</span>
00207 <span class="comment">        @Input          v3Centre centre of sphere to be checked</span>
00208 <span class="comment">        @Input          fRadius radius of sphere to be checked</span>
00209 <span class="comment">        @Description    Checks if the sphere defined by the centre coordinates and </span>
<a name="l00210"></a><a class="code" href="classpvrengine_1_1UniformHandler.html#a18">00210</a> <span class="comment">        of the passed radius is visible according to the current projection matrix.</span>
00211 <span class="comment">        Requires the world, view and projection matrices to defined in order to function</span>
00212 <span class="comment">        correctly.</span>
00213 <span class="comment">        ******************************************************************************/</span>
00214         <span class="keywordtype">bool</span> <a class="code" href="classpvrengine_1_1UniformHandler.html#a20">isVisibleSphere</a>(<span class="keyword">const</span> PVRTVec3&amp; v3Centre, <span class="keyword">const</span> VERTTYPE fRadius);
00215 
00216     <span class="keyword">private</span>:
00217         <span class="comment">/*!* View details */</span>
00218         VERTTYPE        m_fNear, m_fFar, m_fFOV, m_fAspectRatio;
<a name="l00219"></a><a class="code" href="classpvrengine_1_1UniformHandler.html#a19">00219</a>         <span class="keywordtype">bool</span>            m_bRotate;
00220 
00221         <span class="comment">/*!* Current POD scene and frame*/</span>
00222         CPVRTModelPOD   *m_psScene;
00223         <span class="keywordtype">float</span>           m_fFrame;
00224         <span class="keywordtype">float</span>           m_fAnimation;
00225 
00226         <span class="comment">/*!* flags to store whether frame uniforms are already calculated or not */</span>
00227         <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>    m_pu32FrameUniformFlags[<a class="code" href="namespacepvrengine.html#a99a90">eNumSemantics</a>];
00228 
00229 
00230         <span class="comment">/*!* 3d matrix values for rendering */</span>
00231         PVRTMat4        m_mView, m_mViewI;
00232         PVRTMat3        m_mViewIT;
00233 
00234         PVRTMat4        m_mProjection, m_mProjectionI;
00235         PVRTMat3        m_mProjectionIT;
00236 
00237         PVRTMat4        m_mViewProjection, m_mViewProjectionI;
00238         PVRTMat3        m_mViewProjectionIT;
00239 
00240         PVRTMat4        m_mWorld, m_mWorldView, m_mWorldViewProjection;
00241 
00242         PVRTMat4        m_mObject, m_mObjectI;
00243         PVRTMat3        m_mObjectIT;
00244 
00245         PVRTVec3        m_vEyePositionWorld, m_vEyePositionModel;
00246 
00247         <span class="comment">/*!* Information on lights */</span>
00248         <span class="keywordtype">float</span>*          m_pfLightColor[<a class="code" href="namespacepvrengine.html#a91">i32NUM_LIGHTS</a>];
00249         PVRTVec4        m_vLightPosWorld[<a class="code" href="namespacepvrengine.html#a91">i32NUM_LIGHTS</a>], m_vLightPosEye[<a class="code" href="namespacepvrengine.html#a91">i32NUM_LIGHTS</a>],
00250             m_vLightDirWorld[<a class="code" href="namespacepvrengine.html#a91">i32NUM_LIGHTS</a>], m_vLightDirEye[<a class="code" href="namespacepvrengine.html#a91">i32NUM_LIGHTS</a>];
00251 
00252 
00253         <span class="comment">/*!* permanant pointer to light manager */</span>
00254         <a class="code" href="classpvrengine_1_1LightManager.html">LightManager</a>    *m_pLightManager;
00255         SPVRTContext    *m_pContext;
00256         CPVRTgles2Ext   *m_pExtensions;     <span class="comment">// kept for convenience</span>
00257 
00258 
00259 
00260         <span class="comment">/*!****************************************************************************</span>
00261 <span class="comment">        @Function       setFlag</span>
00262 <span class="comment">        @Input          sUniform</span>
00263 <span class="comment">        @Description    stores that a specific uniform has been calculated to avoid</span>
00264 <span class="comment">        recalculation</span>
00265 <span class="comment">        ******************************************************************************/</span>
00266         <span class="comment">// deals with the flag system</span>
00267         <span class="keywordtype">void</span> setFlag(<span class="keyword">const</span> <a class="code" href="classpvrengine_1_1Uniform.html">Uniform</a> &amp;sUniform)
00268         {
00269             m_pu32FrameUniformFlags[sUniform.<a class="code" href="classpvrengine_1_1Uniform.html#a2">getSemantic</a>()]|=1&lt;&lt;sUniform.<a class="code" href="classpvrengine_1_1Uniform.html#a4">getIdx</a>();
00270         }
00271 
00272         <span class="comment">/*!****************************************************************************</span>
00273 <span class="comment">        @Function       setFlag</span>
00274 <span class="comment">        @Input          u32Semantic</span>
00275 <span class="comment">        @Input          u32Index</span>
00276 <span class="comment">        @Description    stores that a specific uniform has been calculated to avoid</span>
00277 <span class="comment">        recalculation</span>
00278 <span class="comment">        ******************************************************************************/</span>
00279         <span class="keywordtype">void</span> setFlag(<span class="keyword">const</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> u32Semantic, <span class="keyword">const</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> u32Index=0)
00280         {
00281             m_pu32FrameUniformFlags[u32Semantic]|=1&lt;&lt;u32Index;
00282         }
00283 
00284         <span class="comment">/*!****************************************************************************</span>
00285 <span class="comment">        @Function       getFlag</span>
00286 <span class="comment">        @Input          sUniform</span>
00287 <span class="comment">        @Description    reports whether the requested value has been calculated or not</span>
00288 <span class="comment">        ******************************************************************************/</span>
00289         <span class="keywordtype">bool</span> getFlag(<span class="keyword">const</span> Uniform &amp;sUniform)<span class="keyword"> const</span>
00290 <span class="keyword">        </span>{
00291             <span class="keywordflow">return</span> (m_pu32FrameUniformFlags[sUniform.getSemantic()]&amp;1&lt;&lt;sUniform.getIdx())==0;
00292         }
00293 
00294         <span class="comment">/*!****************************************************************************</span>
00295 <span class="comment">        @Function       getFlag</span>
00296 <span class="comment">        @Input          u32Semantic</span>
00297 <span class="comment">        @Input          u32Index</span>
00298 <span class="comment">        @Description    reports whether the requested value has been calculated or not</span>
00299 <span class="comment">        ******************************************************************************/</span>
00300         <span class="keywordtype">bool</span> getFlag(<span class="keyword">const</span> EUniformSemantic u32Semantic, <span class="keyword">const</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> u32Index=0)<span class="keyword"> const</span>
00301 <span class="keyword">        </span>{
00302             <span class="keywordflow">return</span> (m_pu32FrameUniformFlags[u32Semantic]&amp;(1&lt;&lt;u32Index))!=0;
00303         }
00304 
00305     };
00306 
00307      <span class="keyword">const</span> VERTTYPE <a class="code" href="namespacepvrengine.html#a92">c_fFarDistance</a> = f2vt(-1000000.f);  
00309 }
00310 
00311 <span class="preprocessor">#endif // UNIFORMHANDLER_H</span>
00312 <span class="preprocessor"></span>
00313 <span class="comment">/******************************************************************************</span>
00314 <span class="comment">End of file (UniformHandler.h)</span>
00315 <span class="comment">******************************************************************************/</span>
00316 
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